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Salutesh

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Everything posted by Salutesh

  1. Salutesh

    Warlords

    You have to start the Server with the Warlords Mod.
  2. Warlords Missions Series is a Solo/MP Mission based on the awesome Mod Warlords from BI Developer Jezuro. Warlords is a multiplayer mode set up as a sort of Sector Control / CTI hybrid supporting TvT, PvP as well as COOP and even solo play against the AI. In this Mission you are fighting for your side agains 2 other sides (NATO vs OPFOR and both against the AI Rebells). You have to clear out Sectors to move forward in the game process and get to the enemys base to destroy it. There are 2 Base Camps with 3 different start Vehicles (if one of them gets destroyed they will respawn in 60 seconds in your base) and a Box to setup your Solders Loadout. Community Base Addons for Arma 3: Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 GitHub Link: https://github.com/CBATeam/CBA_A3/releases Advanced Combat Environment 3: Official Homepage: http://ace3mod.com/index.html BI Forum Link: http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE Warlords Mod by Jezuro: Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=462357997 BI Forum Link: http://forums.bistudio.com/showthread.php?192736-Warlords Please Support his Mod! Bornholm Mod by Egil Sandfeld (For the Bornholm Mission Version only!): Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=428181330 Armaholic Link: http://www.armaholic.com/page.php?id=27056 Please Support his Mod! Currently there are only 2 different Maps in progress, maybe more in the future: Warlords of Altis Mission: Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=466699180 Warlords of Bornolm Mission: Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=485629072 - Player vs. Player vs. AI Sector Controll Gameplay - ACE3 Modules (get a full list of all systems for ACE3 here) - Gear-up and change loadout at Base - Private Messanger System - Action Menu (WIP) - Easy Kill feed/messages (WIP) - Zeus Support (WIP) - Custom environment changes to Maps This Mission is still in development and in early Alpha status. There will be much more content and changes in future updates. If you want to play this Mission on a Server we hosted our own, just join the Server with active Warlods Mod: IP: 85.25.117.205 Port: 2302 If you want to host the mission on your own Dedicated Server just Download the Mission Server Pack from the Bitbucked Project page and follow the Installation guideline: Server Files: https://bitbucket.org/Salutesh/warlords/src Please report Bugs to: https://bitbucket.org/Salutesh/warlords/issues?status=new&status=open Post problems and suggestions to the Workshop Forum: http://steamcommunity.com/id/salutesh/myworkshopfiles/?appid=107410
  3. Update: 23.07.2015 - 13:47 - Added ACE3 Mod Systems into mission. This replaces most of the mission scripts and fixes known bugs and issuses. Download CBA A3 Mod (ACE3 requires CBA A3): http://www.armaholic.com/page.php?id=18767 Download ACE 3 Mod: http://ace3mod.com/index.html - Changes to custom world objects. - Added Soldier class "Enginier" into each Squad for vehicle repair support. - Added ACE3 crates at every Base
  4. Salutesh

    Action Menu scripted actions

    You look for something like this: http://epochmod.com/forum/index.php?/topic/34187-action-menu-version-12-alpha-by-salutesh-inspired-by-it07/
  5. Salutesh

    Warlords

    I started a new Mission Project based on your Mod, its in early development stage like the Mod but i hope you enjoy it: http://steamcommunity.com/sharedfiles/filedetails/?id=466699180
  6. Salutesh

    Warlords

    I love this Gamemod!! Nice job! Whats about custom Missions for this Mod mixed up with user made scripts based on the mission file. I mean scripts like a revive system?! Is is ok to build this kind of missions based on this gamemode to release them?
  7. Salutesh

    SciFi SW Mod

    This is realy something big and if there a 3 Project plans for a SW Mod i recomend that all these 3 Teams stick together to make something even BIGER!!!! Thanks for sharing McRuppert! Please think about it!
  8. The positions in the buildings are totally randomized, the positions have nothing to do with Epoch. I dont know if this is Updated but the Epoch Mod Community rebuild that script: http://epochmod.com/forum/index.php?/topic/30746-mas-weapons-lootspawner-script-more-weapons/ or http://epochmod.com/forum/index.php?/topic/32757-addon-lootspawner-configurable-building-loot
  9. Salutesh

    AI Driving / Collisions

    I think you seach something like that: http://forums.bistudio.com/showthread.php?187450-VCOM-AI-Driving-Mod If you use it on MP Servers you just have to add this on Server side, not required on Client side. Also there is a script version in this Threat.
  10. Than you so much for this awesome release! Keep up the good work!!!!
  11. Acually you miss something and you better read the hole threat before posting something like this...
  12. What is Futurepoch? Futurepoch is a customized Arma 3 Epoch Mod Mission based on the Mods: A3 Epoch Operation Trebuchet The goal is to create a Futuristic mission and environment with the help of these mods and custom scripted content. Planed Features in the Mission: * Updated Loot and Pricing Tables for the OT content * Changes to the environment with new Objects and more * Savezones on different Vendor/Spawn points * Free Equipment on re-/first spawn in the clone box * Random spawn on respawn box option * Explosives to vehicles and doors script * AutoLockPicker script. * Player Status Bar * Random Supply-Drops Events * Logistical support for A3 and Epoch vehicles (WIP) * Roaming NPC Space Marines and Vehicles * Different Group System (WIP) * Player Tags on aiming player (WIP) * Capture Points Events * Immersion Tweaks and ambient presentation improvements * Action Menu with different options * Better Object/NPC interactions (WIP) Developers Salutesh - Managent & Scripting second_coming - Scripting SpiRe - Scripting & Configuration Thanks & Credits Big thanks and love to the awesome Epoch Mod Community! Without their help this mission would not have been possible. Osef and piX - Player Status-Bar System IT07 - ScarCode Action Menu System inspiration aeroson - Group Manager System Zupa - Capture Points Event voiper - Little Immersion Tweaks Igi_PL - IgiLoad Logistic System Face - A3EAI System tdavision - Supply Drop Event (I hope i dont miss one) A Special Thanks goes also to the Developers of the required Mods for this Mission! If you want to help me with the developing process you're free to join me @ www.reality-gaming.eu. If you got any idea for this mission or have some questions please feel free to write me a PM or post it to our Forums.
  13. Update 13.04.2015 - Project Rollback The Eridanus Insurrection Mod Is no longer being developed. But it can go on! A other team is still working on the Mod under a new Name called Operation Trebuchet and the first version is released soon.
  14. As i write a few threats before i want to implement the system into the Epoch Mod, and the only way to call scripts untouched from the Epoch Mod is to call them in a PBO in the @epochhive/addons folder.
  15. Is there a way to get this on serverside with a pbo?
  16. First of all, this is a very nice System so please keep up the good work! I tryed to insert this System into the Epoch Mod in my Mission, everything, expect the placing of the explosives itself, is working. Only the explosives disappears if i place them and i cant also manage them with the Explosives Menu. Any ideas how i can get this to work?
  17. Finaly i get it to work. Here is my showoff: Only the despawn thing is still happening and i have still no idea why. Here is my Script: openMap [true,true]; clicked = 0; hintc "Left click on the map where you want the supplies dropped"; ["supplymapclick", "onMapSingleClick", { _supplyLocArray = [+1000,-1375,-1500,-1125,+1250,-1000,+1375,-1250,+1500,+1125]; //:::::::::::|USE THE ONE BELOW FOR TESTING, IT SPAWNS THE HELI MUCH CLOSER|::::::::::: // _supplyLocArray = [+500,-500]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; _supply = [[(_pos select 0)+_supplyRandomLocX, (_pos select 1)+_supplyRandomLocY, (_pos select 2)+50], 180, "I_Heli_Transport_02_F", WEST] call bis_fnc_spawnvehicle; _supplyHeli = _supply select 0; _supplyHeliPos = getPos _supplyHeli; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _supplyCrew = _supply select 1; _supplyGrp = _supply select 2; _supplyGrp setSpeedMode "FULL"; _supplyGrp setBehaviour "CARELESS"; _supplyWP1 =_supplyGrp addWaypoint [(_pos),1]; _supplyWP1 setWaypointType "MOVE"; _supplyWP2 = _supplyGrp addWaypoint [[(_pos select 0)+_supplyRandomLocX, (_pos select 1)+_supplyRandomLocY, _pos select 2], 2]; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _pos]; "supplyMrkrLZ" setMarkerType "Empty"; "supplyMrkrHeli" setMarkerType "Empty"; _supplyHeli flyInHeight 150; clicked = 1; openmap [false,false]; onMapSingleClick '';}] call BIS_fnc_addStackedEventHandler; waitUntil {(clicked == 1)}; hint "The supplies are on the way"; _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _supplyHeli = _supplyMrkrHeliPos2 nearestObject "I_Heli_Transport_02_F"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject true; waitUntil {( _supplyLZ distance _supplyHeli)<400}; _supplyHeli animateDoor ["CargoRamp_Open",1]; waitUntil {( _supplyLZ distance _supplyHeli)<200}; sleep 2; _supplyHeli allowDammage false; _supplyBoxFnc = "B_CargoNet_01_ammo_F"; _supplyBox = createVehicle [_supplyBoxFnc, position _supplyHeli, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; _supplyBox addWeaponCargoGlobal ["LMG_Mk200_MRCO_F", 2]; _supplyBox addWeaponCargoGlobal ["arifle_MXM_RCO_pointer_snds_F", 2]; _supplyBox addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 4]; _supplyBox addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer", 4]; _supplyBox additemcargoGlobal ["NVG_EPOCH", 2]; _supplyBox additemcargoGlobal ["Rangefinder", 2]; _supplyBox additemcargoGlobal ["FirstAidKit", 3]; _supplyBox additemcargoGlobal ["optic_Arco", 1]; _supplyBox additemcargoGlobal ["ItemKiloHemp", 3]; _supplyBox additemcargoGlobal ["ItemRuby", 1]; _supplyBox additemcargoGlobal ["Pelt_EPOCH", 4]; _supplyBox additemcargoGlobal ["meatballs_epoch", 2]; _supplyBox additemcargoGlobal ["HeatPack", 3]; _supplyBox additemcargoGlobal ["ItemSodaOrangeSherbet", 2]; _supplyBox additemcargoGlobal ["optic_ACO_grn", 1]; _supplyBox additemcargoGlobal ["U_O_GhillieSuit", 1]; _supplyBox addbackpackcargoGlobal ["B_Carryall_cbr", 1]; _supplyBox disableCollisionWith _supplyHeli; _supplyHeli disableCollisionWith _supplyBox; _supplyBox allowDammage false; _supplyBox attachTo [_supplyHeli, [0, 0, 0], "CargoRamp"]; _supplyBox setDir ([_supplyBox, _supplyHeli] call BIS_fnc_dirTo); detach _supplyBox; //:::::::::::|Marker|::::::::::: _marker = createMarker ["SupplyMarker1", position _supplyLZ]; _marker setMarkerType "mil_objective"; "SupplyMarker1" setMarkerText "Supply Drop"; "SupplyMarker1" setMarkerColor "ColorKhaki"; //::::::::::::::::::::::::::::::: deleteVehicle _supplyLZ; _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "FLY"]; _supplyBox attachTo [_supplyChute,[0,1,0]]; //_supplyChute hideObject true; _supplyChute setPos getPos _supplyBox; //:::::::::::|LIGHT|::::::::::: _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: sleep 1; hint "The supplies have been dropped and can be found in the marked zone within a 200m radius."; _supplyChute hideObject false; _supplyChute allowDammage false; _supplyHeli allowDammage true; _supplyBox allowDammage true; _supplyHeli animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShell" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: waitUntil {(getPos _supplyBox select 2)<2}; //detach _supplyBox; //_supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 5; {deleteVehicle _x;}forEach crew _supplyHeli;deleteVehicle _supplyHeli; //hint "end"; // Cleanup sleep 1500; deleteMarker "SupplyMarker1";
  18. Your help would be much appreciated! Thanks in advance for your time.
  19. Hello again, after a brain session i get this to running: supply.sqf openMap [true,true]; clicked = 0; hintc "Left click on the map where you want the supplies dropped"; ["supplymapclick", "onMapSingleClick", { _supplyLocArray = [+1000,-1375,-1500,-1125,+1250,-1000,+1375,-1250,+1500,+1125]; //===============Use the one below for testing. It spawns the heli much closer.===================================== // _supplyLocArray = [+500,-500]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; _supply = [[(_pos select 0)+_supplyRandomLocX, (_pos select 1)+_supplyRandomLocY, (_pos select 2)+50], 180, "I_Heli_Transport_02_F", CIVILIAN] call bis_fnc_spawnvehicle; _supplyHeli = _supply select 0; _supplyHeliPos = getPos _supplyHeli; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _supplyCrew = _supply select 1; _supplyGrp = _supply select 2; _supplyGrp setSpeedMode "FULL"; _supplyGrp setBehaviour "CARELESS"; _supplyWP1 =_supplyGrp addWaypoint [(_pos),1]; _supplyWP1 setWaypointType "MOVE"; _supplyWP2 = _supplyGrp addWaypoint [[(_pos select 0)+_supplyRandomLocX, (_pos select 1)+_supplyRandomLocY, _pos select 2], 2]; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _pos]; "supplyMrkrLZ" setMarkerType "hd_marker"; "supplyMrkrHeli" setMarkerType "hd_marker"; _supplyHeli flyInHeight 150; clicked = 1; openmap [false,false]; onMapSingleClick '';}] call BIS_fnc_addStackedEventHandler; waitUntil {(clicked == 1)}; hint "The supplies are on the way"; _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _supplyHeli = _supplyMrkrHeliPos2 nearestObject "I_Heli_Transport_02_F"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject false; waitUntil {( _supplyLZ distance _supplyHeli)<400}; _supplyHeli animateDoor ["CargoRamp_Open",1]; waitUntil {( _supplyLZ distance _supplyHeli)<200}; sleep 2; _supplyHeli allowDammage false; _supplyBox = createVehicle ["B_CargoNet_01_ammo_F", position _supplyHeli, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; [_supplyBox,"Fnc_AddVASAction",nil,true] spawn BIS_fnc_MP; deleteVehicle _supplyLZ; _supplyBox attachTo [_supplyHeli, [0, 0, -2] ]; detach _supplyBox; _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "NONE"]; _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; _supplyChute hideObject false; _supplyChute setPos getPos _supplyBox; //:::::::::::|LIGHT|::::::::::: _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: sleep 1; hint "The supplies have been dropped"; _supplyChute hideObject false; _supplyHeli allowDammage false; _supplyBox allowDammage false; _supplyHeli animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShell" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: waitUntil {(getPos _supplyBox select 2)<2}; detach _supplyBox; _supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 60; //{deleteVehicle _x;}forEach crew _supplyHeli;deleteVehicle _supplyHeli; //hint "end"; I can run it with a simple Admin Menu and it works well until the drop part. The Crate get dropet and also the paracute apears for a second, then it disappears and the Crate faling down. Also the Crate is empty and the Heli is despawning instandly to gave the Heli Crew a free fly down to the death :butbut: Maybe someone can help me with that? Greeting Salutesh
  20. Hello, i tryed to get this into a Version for the Arma 3 EPOCH Mod. The idea is to add this as an random timed event script to call an Airdrop. In this way i get a very nice Event with Loot for my Suvivors to fight for :D After a few hours of trying to get this to work i ask for help now because i dont get it...:confused: First of all i tryed to call the supply drop with a very newbie Admin Menu for testing but nothing works for me: waituntil {!alive player ; !isnull (finddisplay 46)}; if ((getPlayerUID player) in ["xxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxx"]) then { sleep 30; player addaction ["Supply Drop", {[[["","B_CargoNet_01_ammo_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP;},[],1,false,true,"(_this select 0) == (_this select 0)"]; };0 Did i need the Triggers in the Video if i try something like that? As total newbie in Arma 3 scripting i would be very happy if someone could help me. Sorry for my bad english :j: Greetings Salutesh aka Steve
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